Leave the code the way it is. You can attack out only once. Lose the autodeploy to forget the lack of reinforcement. Or just leave the autodeploy for future turns if you don't have any land territories.

Then, we exclude nukes for this map. This way, you cannot lose your kingdom and just as important, your special features.

Leave the code the way it is. You can attack out only once. Lose the autodeploy to forget the lack of reinforcement. Or just leave the autodeploy for future turns if you don't have any land territories.

Then, we exclude nukes for this map. This way, you cannot lose your kingdom and just as important, your special features.

I think I will drop the autodeploy and the +2 bonus for your kingdom and restore the map minimum of 3 troops

This makes kingdoms a way to select a start territory and get back in the game but also makes it more like special features as more of an indicator than a map position.

I am not sure we need to exclude nukes as in nukes games you take your chances and it can make the map even more chaotic. Nukes represent the chaotic nature of the magic in the land the same way that bonus sets represent an increase in conscription or maybe how the chaotic magic effect your troops making them more powerful. I will need to write some story text explaining the game modes just for fun.

- Escalating: the chaotic magic of the seems to feeds off of the anger and conflict. In return the energies have begun to change the denizens of the land making them more powerful and aggressive.

- Flat Rate: a steady supply of troops flows from your kingdom as you continue your attempt for control of the Forbidden Lands.

- Nuclear: the chaotic magics of the land seem to lash out. Entire armies simply disappear. Portals to your home kingdom cease to function. Your troops become twisted and unable to gain an advantage from your favored terrain and even the very fabric of your being seems somehow twisted and altered leaving behind an amorphous form that no longer resembles your natural form.

- No Spoils: with the portal to your kingdom no longer allowing travel on a regular basis you and your troops are left to bolster your position by recruiting the indigenous population.

Gilligan wrote:so no matter how many territories you have, it's 3 deploy?

Yep you always get at least 3 so of you lose a kingdom it doesn't hurt you that much and that makes the bonus the same as the old kingdom bonus of +1auto/+2deployable ... and their is also +1/3 basic land bonus. So you should start with 3 and once you grab that 1st favored you are at +4... conquer 2 more adjacent to that you are at +6. I am not sure if this is too much but it makes sure you get troops weather you have no kingdom or no basic lands and if you have neither your eliminated. We can always balance it by making it +1/4 or +1/5 basic land.

I haven't heard anything since posting the last update that should have fixed several problems that Gilligan and I saw while testing it last week.

I am hoping we can get this updated on the live servers soon (in the next week or two) but with the number of changes we want to make sure the the xml works as intended. I would like to not go through another overhaul like this last one again if we can avoid it.

Looks like we found a few bugs with conditional borders. To condition statements in the xml that end on the same territory and originate from the same territory acted like you needed both conditions. I was able to make some virtual continents for the territories that border chasms like "Human or Yeti" to fix some of this. But I had to make a change to a few territories to make it all work. D4 - Caverns becomes D4 - Radiation, S4 - Mines becomes S4 - Caverns, T2 - Radiation becomes T2 - Mines. These changes should fix all the conditional border issues and hopefully Gilligan and I can test this tomorrow.

I do NOT visit this site and I'm NOT Team CC anymore.All PMs are autobinned. If you need to contact me, you should already have a way to do it without using this site.Thanks to those who helped me through the years.

This map is absolutely amazing. I think it might be the coolest map that I've ever seen. Nice job working with all the different XML to make this.

Couple of things I noticed on the map:

You never say what symbol denotes a Blood Tower. It takes a very long time figure out what a Blood Tower is just by looking at the map. You kind of have to do process of elimination and figure out that everything else means something else and the words "Blood Tower" are kind of close to the little black and red symbol in one corner of the key. I would think that should be labeled more clearly, perhaps where you define the other territory types.

The reason I was even looking for the Blood Tower is that I was trying to figure out what the deal was with the Forbidden Lands. As it stands now, it's really unclear what the interaction is between the Blood Towers and the Forbidden Lands. If you mean that you have to control 2 territs that border a Blood Tower in order to attack the Forbidden lands, then why not just say that? As it stands now, there are a few problems with the wording. First there are no "territories that border 2 Blood Towers" that I can see. Second, I am unclear on what "its impassible borders." Does that mean that you have to hold 2 Blood Tower-bordering territs in order to attack the Forbidden Lands? Third and much more minor point is that "borders" is misspelled down in that same area.

Also, I spent a long time trying to figure out where the asterisks along the right side were trying to lead me to. I finally figured out that the asterisks refer back into the middle of the panel second from left. This is hardly an intuitive place to look for what an asterisk means. I would suggest copying the asterisk definition (by this I mean the "* = each" text) and putting it also at the bottom right of the map, where people will naturally look to find out what the asterisk means.

Anyway, that's all I see from the visual/understanding part of things. I'll let you know if I find any problems with the gameplay.